Variable computing engine for interactive media based upon user biometrics

ABSTRACT

A system and method for implementing interactive media content is provided. Interactive media content is received for communication to a user through at least wireless earpieces. User biometrics are measured utilizing the wireless earpieces. A user condition associated with the user biometrics is determined. Branching patterns of the interactive media content are modified in response to the user condition. The interactive content may be a game or story.

PRIORITY STATEMENT

This application claims priority to U.S. Provisional Patent Application62/359,006, filed on Jul. 6, 2016, entitled VARIABLE COMPUTING ENGINEFOR INTERACTIVE MEDIA BASED UPON USER BIOMETRICS, hereby incorporated byreference in its entirety.

FIELD OF THE INVENTION

The present invention relates to wearable devices. More particularly,but not exclusively, the present invention relates to using wearabledevices such as wireless earpieces for interacting with gaming systemsor interactive storybooks.

BACKGROUND

Audiobooks have generally waned in popularity in the English speakingworld. The variable branch books popularized by Bantam Books have fallenout of favor in comparison to other story modalities. To a large degree,the computer industry has usurped such interactions via Internet gaming,alone or with others. Consequently, this art form has waned inpopularity. What is needed is a new way for the user to interact withthe story line, and in fact influence the progression of the story lineor even its ending.

SUMMARY OF THE DISCLOSURE

Therefore, it is a primary object, feature, or advantage of the presentinvention to improve over the state of the art.

It is a further object, feature, or advantage to provide a system whichmay detect user biometric parameters for inclusion in the branchingpatterns of the game.

It is a still further object, feature, or advantage to modify thebranching pattern of the game based upon user biometric inputs.

Another object, feature, or advantage is to attenuate the intensity of astory to provide a protective function if the user was to exceed aparticular level of stress.

Yet another object, feature, or advantage is to elevate the action orassociated stress level of the story based upon biometric data fed tothe engine relative to the desired level of interaction in the story orbranch.

A further object, feature, or advantage is to protect the user byintentionally calming them via a modification of the branch if thebiometric sensors detect a problematic level of interaction.

One or more of these and/or other objects, features, or advantages willbecome apparent from the description that follows. No single embodimentto need include each or very one of these objects, features, oradvantages. Different embodiments may have different objects, features,or advantages.

According to one aspect, a system and method for implementinginteractive media content is provided. Interactive media content isreceived for communication to a user through at least wirelessearpieces. User biometrics are measured utilizing the wirelessearpieces. A user condition associated with the user biometrics isdetermined. Branching patterns of the interactive media content aremodified in response to the user condition. Another embodiment provideswireless earpieces including a processor for executing a set ofinstructions and a memory for storing the set of instructions. Theinstructions are executed to perform the method described above.

According to another aspect, a virtual reality system is provided. Thevirtual reality system includes a virtual reality headset for displayinga virtual reality environment to a user. The virtual reality system alsoincludes wireless earpieces that receive interactive media content fromthe virtual reality headset for communication to a user through at leastwireless earpieces, measure user biometrics utilizing biometric sensorsof the wireless earpieces, determine a user condition associated withthe user biometrics, and modify branching patterns of the interactivemedia content in some response to the user condition.

BRIEF DESCRIPTION OF THE DRAWINGS

Illustrated embodiments of the present invention are described in detailbelow with reference to the attached drawing figures, which areincorporated by reference herein, and where:

FIG. 1 is a pictorial representation of a communication environment inaccordance with an illustrative embodiment;

FIG. 2 is a pictorial representation of a virtual reality system inaccordance with an illustrative embodiment;

FIG. 3 is a flowchart of a process for managing interactive mediacontent utilizing wireless earpieces in accordance with an illustrativeembodiment; and

FIG. 4 depicts various types of sensors

DETAILED DESCRIPTION OF THE DISCLOSURE

The illustrative embodiments provide a system, method, and wirelessearpieces for interacting with a gaming system or interactive storybookutilizing biometrics read by the wireless earpieces. The applicablestory, game, multiplayer interface, or other media content may bereferred to as a “game” for purposes of simplicity. The wirelessearpieces may sense the biometrics of the user. The biometrics mayinclude pulse, blood pressure, temperature, location, orientation,position, determine stress level, or other measured or determinedparameters, factors, characteristics, or so forth. The user may alsoactively interact with the game utilizing voice, audio, tactile,gestures, motions, or other feedback detected by the wireless earpieces.

The game may be configured to utilize a user profile to control how userbiometrics and interactions may control the game. In one embodiment,various game variables, branches, decisions, or other attributes may beimplemented based on the user biometrics. For example, variables, suchas branching patterns including potential story lines may be alternatedbased on the user biometrics. The branch may be utilized to satisfy,scare, upset, calm, or otherwise affect the user based on the determinedbiometrics to achieve a selected or desired level of interaction. Forexample, user preferences for a child may be set so that the storylineis meant to intentionally calm the child as the story progresses. As aresult, the game may be tailored for the user. The game may be tailoredto satisfy the user, traumatize the user, or keep the user guessing. Thegame may include media content including audio, visual, tactile,olfactory, and other input, stimuli, or feedback.

In one embodiment, the game may include a digital content device (e.g.,e-book, laptop, tablet, cell phone, etc.) that may communicate the mediacontent to the user. The interactive book may communicate with thewireless earpieces to communicate content and receive user input andbiometrics. In another embodiment, the game may include a virtualreality system including a virtual reality headset. The interactive bookor virtual reality headset may communicate with the wireless earpieceswirelessly or utilizing a wired connection. For example, the virtualreality headset may be coupled to the wireless earpieces utilizingmagnetic connectors. Wires extending from the virtual reality headsetmay magnetically couple and utilize induction communications and powertransfer to power the wireless earpieces. In other examples, theinteractive book or virtual reality headset may include a frameconfigured to connect to the wireless earpieces. In another embodiment,a wireless protocol, standard, connection, or link, such as Bluetooth,NFMI, or Wi-Fi may be utilized.

The wireless earpieces are worn in the ear of the user. For example, thewireless earpieces are configured to fit at least partially into anexternal auditory canal of the user. The ear canal is a rich space forobtaining biometric measurements about the user as well as stabilizingthe wireless earpieces as they are worn. The wireless earpieces may beutilized during a number of rigorous physical activities that requirestability. The shape and configuration of the wireless earpieces allowthe wireless earpieces to be worn for long periods of time whilegathering valuable information utilizing the sensors of the wirelessearpieces. The sensors of the wireless earpieces may includeaccelerometers, gyroscopes, microphones, camera or imaging devices,contact/conductivity sensors, pulse oximeters, and so forth. Importantmeasurements taken by the sensors may include pule rate, bloodoxygenation, microphone, position/orientation, location, temperature,altitude, cadence, calorie expenditure, and so forth.

The wireless earpieces may include any number of sensor arraysconfigured to capture information about the user. The large amount ofdata may identify the user to dynamically adjust the configuration ofthe wireless earpieces. The wireless earpieces may learn over time inresponse to user input and historical information. Alerts may be playedto the user indicating the status of the configuration adjustmentprocess (e.g., initiated, in process, pending, awaiting verification,change made, rejected, etc.).

The illustrative embodiments may be utilized for entertainment,scientific, educational, or commercial applications. Virtual realityheadsets, such as those produced by Google, HTC, Samsung, oculus, Sony,Microsoft, and so forth, may present any number of two-dimensional orthree-dimensional visualizations to the user. The illustrativeembodiments minimize the existing mass problems with bulky over hereheadphone or audio systems. As a result, the characteristics of angularmomentum associated with the user's head are not increased significantlydecreasing the effects of torque and neck and head strain that may beassociated with such virtual reality systems.

The wireless earpieces may include any number of sensors that maycommunicate with the sensors, systems and components of the interactivestory or virtual reality headset to further enhance the user'sexperience. In one embodiment, the sensors of the wireless earpieces mayinclude accelerometers, gyroscopes, magnetometers, optical sensors,pulse oximeters, GPS chips, thermometers, and so forth. The dataacquired by the sensors may be utilized to measure or otherwisedetermine the user's condition, characteristics, position, location,stress levels, mental state, or so forth. As a result, the data may beutilized to enhance the users experience within the game or virtualreality environment. In addition, the sensor provide data that enhancessensor measurements of the virtual reality headset.

The precise determination of the user's location and position may alsobe utilized to provide more accurate three-dimensional spatial soundimaging for the user. In addition, the sensors may be utilized to senseany number of biometric readings or information, such as heart rate,respiratory rate, blood, or skin physiology, or other biometric data.This information may be utilized to determine whether the user is safein the virtual reality environment, enjoying a game, or if the user isstressed or fatigued. In addition, game interaction may be adjustedbased on the condition of the user. For example, various branches,sub-branches, or endings may be utilized. Besides being integrated withor connected to the interactive story or virtual reality headset, thewireless earpieces may be utilized to make and receive communications(e.g., telephone calls, transcribed text messages, audio/tactile alerts,etc.), play music, filter or block sound, amplify sounds, or so forth.

The wireless earpieces may be utilized for daily activities, such asexercising, phone calls, travel, and so forth. The wireless earpiecesmay then also serve a dual-purpose by integrating as an audio interfaceof an interactive book or virtual reality system. As a result, moreexpensive audio components are not required reducing the cost, weight,and complexity of the system. The user may be relieved of significantweight and strain by utilizing the reduced footprint of the wirelessearpieces. In addition, the various types of games may include astand-alone power source or battery that may be utilized to power thewireless earpieces on the fly.

FIG. 1 is a pictorial representation of a communication environment 100in accordance with an illustrative embodiment. The wireless earpieces102 may be configured to communicate with each other and with one ormore wireless devices 104.

The wireless earpieces 102 may be worn by a user 101 and are shown asworn and separately from their positioning within the ears of the user106 for purposes of visualization. A block diagram of the wirelessearpieces 102 if further shown in FIG. 2 to further illustratecomponents and operation of the wireless earpieces 102. A first wirelessearpiece and a second wireless earpiece are shown which together mayform a set of wireless earpieces 102, although only one wirelessearpiece need be used.

In some applications, temporary adhesives or securing mechanisms (e.g.,clamps, straps, lanyards, extenders, chargers, etc.) may be utilized toensure that the wireless earpieces 102 remain in the ears of the user101 even during the most rigorous and physical activities. For example,the wireless earpieces 102 may be utilized during marathons, swimming,virtual reality simulations, interactive gaming, team sports, biking,hiking, parachuting, or so forth. The wireless earpieces 102 may beconfigured to play music or audio, receive and make phone calls or othercommunications, determine ambient environmental conditions (e.g.,temperature, altitude, location, speed, heading, etc.), read userbiometrics (e.g., heart rate, motion, temperature, sleep, bloodoxygenation, voice output, calories burned, forces experienced, etc.),and receive user input, feedback, or instructions. The wirelessearpieces 102 may include logic for dynamically configuring componentsof the wireless earpieces 102, such as speakers and microphones, to theconditions of the communication environment 100.

The wireless earpieces 102 may determine their position with respect toeach other as well as the VR headset 110 and/or other wireless device104 and an interactive book 105. For example, position information forthe wireless earpieces 102 may determine proximity of the devices in thecommunication environment 100. For example, global positioninginformation, wireless triangulation, or signal strength/activity may beutilized to determine proximity and distance of the devices to eachother in the communication environment 100. In one embodiment, thedistance information may be utilized to determine whether the wirelessearpieces 102 are both being worn (e.g., should be experiencing similarenvironmental conditions, noise, etc.). In one embodiment, multiplewireless earpiece sets may simultaneously communicate within thecommunication environment. For example, multiple wireless earpieces maycommunicate with the VR headset 110, interactive book 105simultaneously.

In one embodiment, the wireless earpieces 102 and sensors associatedtherewith (whether internal or external) may be configured to take anumber of measurements or log information during normal usage. Thesensor measurements may be utilized to extrapolate other measurements,factors, or conditions applicable to the user 101. For example, thesensors may monitor the user's heartbeat or EKG to determine the user'sunique pattern or characteristics. The user 101 or another party mayconfigure the wireless earpieces 102 or the interactive book 105directly or through a connected device and app (e.g., mobile app with agraphical user interface) to store or share information, audio, images,and other data. Some examples of standard usage may include detectingand recording a heartbeat, setting user input and biometrics forimplementing variable or branching decisions for a game, setting noisethresholds and the associated speaker volume level or microphonesensitivity, setting a gesture/input for performing an action (e.g.,playing music, opening an application, providing an audio indication ofbiometric feedback, etc.), active participation in a conversation,listening to music, or so forth.

The wireless earpieces 102 may also determine the status, condition, orother user information utilizing the biometric data from the sensors andother user input. The user information may relate to the emotional orphysical state of the user as determined by the sensors. The wirelessearpieces 102 may store information within the memory for determiningthe user information. For example, default values, information,thresholds, or data may be utilized to determine the user information aswell as associate the user information with any number of applicablecategories (e.g., excited, stressed, scared, happy, content, etc.).

The wireless earpieces 102 may configure or reconfigure themselvesduring an initial set up process, during start up, during regular use,or in response to a user request. In one embodiment, each of the sensorsof the wireless earpieces 102 may perform baseline readings to determinereadings when the communications environment 100 is quiet, slightlynoise, and loud as well as readings associated with the physical andemotional state of the user 101 (e.g., excited, nervous, scared, happy,calm, stressed, etc.). For example, the communications environment 100may include the user's home, a library, roadway, work out areas, office,school, business, mechanical shop, sports venue, and so forth withoutlimitation. In one embodiment, the wireless earpieces 102 may determinea default configuration for the speakers and microphones based on adetermined location. The speakers and microphones may then be furtherself-adjusted based on the real-time noise levels in the determinedlocation to adjust to the optimal configuration for the wirelessearpieces 102

The wireless earpieces 102 may include any number of sensors 112 andlogic for measuring and determining user biometrics, such as pulse rate,skin conduction, blood oxygenation, temperature, calories expended,voice and audio output, position, and orientation (e.g., body, head,etc.). The sensors 112 may also determine the user's location, position,velocity, impact levels, and so forth. The sensors 112 may also receiveuser input and convert the user input into commands or selections madeacross the personal devices of the personal area network. For example,the user input detected by the wireless earpieces 102 may include voicecommands, head motions, finger taps, finger swipes, motions or gestures,or other user inputs sensed by the wireless earpieces. The user inputmay be measured by the wireless earpieces 102 and converted intointernal commands or external commands that may be sent to one or moreexternal devices such as mobile devices, computers, or other wearabledevices. For example, the user 101 may create a specific head motion andvoice command that when detected by the wireless earpieces 102 areutilized to automatically adjust to noise levels in the communicationsenvironment 100 or increase or decrease the volume.

The sensors 112 may make all of the measurements with regard to the user101 or may communicate with any number of other sensory devices (e.g.,interactive book 105, etc.) in the communication environment 100 tomeasure information and data about the user 101 as well as thecommunication environment 100 itself. In one embodiment, thecommunication environment 100 may represent all or a portion of apersonal area network. The wireless earpieces 102 may be utilized tocontrol, communicate, manage, or interact with a number of otherwearable devices or electronics, such as smart glasses, helmets, smartglass, watches or wrist bands, other wireless earpieces, chest straps,implants, displays, clothing, or so forth. A personal area network is anetwork for data transmissions among devices, such as personalcomputing, communications, camera, vehicles, entertainment, and medicaldevices. The personal area network may utilize any number of wired,wireless, or hybrid configurations and may be stationary or dynamic. Forexample, the personal area network may utilize wireless networkprotocols or standards, such as INSTEON, IrDA, Wireless USB, Bluetooth,Z-Wave, ZigBee, Wi-Fi, ANT+ or other applicable radio frequency signals.In one embodiment, the personal area network may move with the user 101.

In other embodiments, the communication environment 100 may include anynumber of devices, components, or so forth that may communicate witheach other directly or indirectly through a wireless (or wired)connection, signal, or link. The communication environment 100 mayinclude one or more networks and network components and devices such asrouters, servers, signal extenders, intelligent network devices,computing devices, or so forth.

Communications within the communication environment 100 may occurthrough a network 120 or may occur directly between devices, such as thewireless earpieces 102 and the interactive book 105, or indirectlythrough a network, such as a Wi-Fi network. The network 120 maycommunicate with or include a wireless network, such as a Wi-Fi,cellular (e.g., 3G, 4G, 5G, PCS, GSM, etc.), Bluetooth, or other shortrange or long range radio frequency network. The network may alsoinclude or communicate with any number of hard wired networks, such aslocal area networks, coaxial networks, fiber-optic networks, networkadapters, or so forth. Communications within the communicationenvironment 100 may be operated by one or more users, service providers(e.g., secure, public, private, etc.), or network providers.

The wireless earpieces 102 may play, communicate, or utilize any numberof alerts or communications to indicate that the status of interactivegaming being performed in the communications environment 100. Forexample, one or more alerts may indicate when branch adjustments arebeing made based on the state of the user. The alert may be communicatedto the user 101 or to another individual or device with permissions oradministrative rights (e.g., parent, caretaker, etc.). The alert may bepresented utilizing specific tones, verbal acknowledgements, tactilefeedback, or other forms of communicated messages. For example, an alertmay be played during each stage of a game. The corresponding alert mayalso be communicated to the interactive book 105.

In other embodiments, the wireless earpieces 102 may also vibrate,flash, play a tone or other sound, or give other indications of theautomatic self-configuration process of the game in order to prompt useractions (e.g., providing a manual adjustment, provide additionalfeedback, etc.) or to implement any number of associated steps. Thewireless earpieces 102 may also communicate an alert to other devicesthat shows up as a notification, message, or other indicator indicatingthe necessity for configuration/re-configuration or a changed status ofthe configuration process, such as an audio alert that “the story hasbeen changed to calm your child.”

The wireless earpieces 102 may include logic for automaticallyimplementing gaming configuration in response to wireless earpieceset-up, start-up, connection to a gaming system (e.g., interactive book105, virtual reality headset 110, etc.) condition changes (e.g.,location, activities, etc.), event happenings, user requests or variousother conditions and factors of the communication environment 100. Forexample, the wireless device 104 may communicate instructions receivedfrom the wireless earpieces 102 for the user 106 to provide feedback ifthe user does not agree with the selected gaming variables.

The wireless device 104 may include an application that displaysinstructions and information to the user 106 in response toconfiguration of the game being needed or required.

In one embodiment, the wireless device 104 may utilize short-range orlong-range wireless communications to communicate with the wirelessearpieces 102 through a wireless signal or devices of the communicationenvironment 100. For example, the wireless device 104 may include aBluetooth and cellular transceiver within the embedded logicalcomponents. For example, the wireless signal may be a Bluetooth, Wi-Fi,Zigbee, Ant+, near-field magnetic induction (NFMI), or other short rangewireless communication.

The wireless device 104 may represent any number of wireless or wiredelectronic communications or computing devices, such as smart phones,laptops, desktop computers, control systems, tablets, displays, gamingdevices, music players, personal digital assistants, vehicle systems, orso forth. The wireless device 104 may communicate utilizing any numberof wireless connections, standards, or protocols (e.g., near fieldcommunications, NFMI, Bluetooth, Wi-Fi, wireless Ethernet, etc.). Forexample, the wireless device 104 may be a touch screen cellular phonethat communicates with the wireless earpieces 102 utilizing Bluetoothcommunications. The wireless device 104 may implement and utilize anynumber of operating systems, kernels, instructions, or applications thatmay make use of the available sensor data sent from the wirelessearpieces 102. For example, the wireless device 104 may represent anynumber of android, iOS, Windows, open platforms, or other systems anddevices. Similarly, the wireless device 104 or the wireless earpieces102 may execute any number of applications that utilize the user input,proximity data, biometric data, and other feedback from the wirelessearpieces 102 to initiate, authorize, or perform configuration and theassociated tasks.

As noted, the layout of the internal components of the wirelessearpieces 102 and the limited space available for a product of limitedsize may affect where the sensors 112 and other components may bepositioned. The positions of the sensors 112 within each of the wirelessearpieces 102 may vary based on the model, version, and iteration of thewireless earpiece design and manufacturing process.

The interactive book 105 may represent any number of electronic devices.In one embodiment, the interactive book 105 may represent a bookincluding sensor, transceiver, user interface (e.g. touchscreen,buttons, scroll wheels, virtual buttons, etc.), and processingcomponents. The interactive book 105 may also represent any number ofe-books, tablets, personal computing devices, electronic readers, cellphones, personal digital assistants, plug-and-play electronics, or otherhandheld wireless devices. The interactive book 105 may execute orimplement any number of processes, steps, or methods that are associatedwith digital logic, firmware, software (e.g., applications, operatingsystems, kernels, sets of instructions, etc.), or combination thereof.

The interactive book 105 may communicate directly with the wirelessearpieces 102, the wireless device 104, and/or the network 120individually, simultaneously, or concurrently. In one embodiment, theinteractive book 105 may receive user input and biometric readingsdirectly from the wireless earpieces 102 during communication of mediacontent, such as an interactive story, game, communication, or so forth.The wireless earpieces 102 or the interactive book 105 may individuallyor jointly perform the processes herein described for utilizing userinput and biometric information. For example, a branching pattern oralgorithm may be utilized by the wireless earpieces 102 to determinevariables and decisions that are implemented by the communicationsenvironment 100 including the interactive book 105. The wirelessearpieces 102 and the interactive book 105 may communicate relevantinformation.

In another example, the user input and biometrics may be communicatedfrom the wireless earpieces 102 as measured for utilization by theinteractive book 105. For example, the wireless earpieces 102 maydetermine a physical and emotional state of the user 106 based on thebiometric readings. The applicable information may then be communicatedto the interactive book 105. The interactive book 105 may make anynumber of branching decisions or implement variables in response to theuser input, biometrics, and determined user state. For example, the gameor story may be varied to meet a desired level of interactivity or userstate. In one embodiment, the interactive book 105 may be utilized fortreating individuals with disabilities. As a result, the interactivebook 105 and the wireless earpieces 102 may communicate to ensure thatthe user 106 is not stressed or otherwise unhappy. For example, a lessstressful storyline may be substituted in response to determining theuser is distressed based on biometrics, vocalizations, body position andorientation, head movements, or other user detectable information readby the wireless earpieces 102. As a result, the storyline or intensityof the game presented or otherwise communicated by the interactive book105 and the wireless earpieces 102 is attenuated to similarly affect theuser 106.

FIG. 2 is a pictorial representation of a virtual reality system inaccordance with an illustrative embodiment. The virtual reality systemmay include any number of devices, components, and systems. In oneembodiment, the virtual reality system may include wireless earpieces102 which may include a left earpiece and a right earpiece and a VirtualReality headset 110 with a strap 114. A processing system 130 may alsobe included. The processing system 130 may communicate with the virtualreality headset 110 and/or the wireless earpieces 102.

In one embodiment, the processing system 130 may process media contentthat is communicated through the VR headset 110 and the wirelessearpieces 102. The processing system 130 may also process biometricreadings from the user to adjust, amend, change, or otherwise modifydecisions, branches, or other content associated with a game presentedby the virtual reality system. In other embodiments, the wirelessearpieces 102 may process all of the biometric readings from the user toadjust the game or other media content presented to the user by one ormore parts of the virtual reality system. The processing system 130 mayrepresent a gaming system (e.g., Xbox, Playstation, Nintendo System,etc.), personal computer, server, cloud interface device, or othersimilar devices. The processing system 130 may receive any number ofdisks, cartridges, storages, or may access content through one or morenetworks or connections.

The wireless earpieces 102 are configured to play audio associated withvirtual content presented by the virtual reality headset 110. Thewireless earpieces 102 may be configured to play music or audio, receiveand make phone calls or other communications, determine ambientenvironmental readings (e.g., temperature, altitude, location, speed,heading, etc.), read user biometrics and actions (e.g., heart rate,motion, sleep, blood oxygenation, calories burned, etc.). The userbiometrics and other readings may be utilized to make determinations ordecisions associated with the media content presented by the virtualreality system.

The virtual reality headset 110 replicates or displays an environmentsimulating physical presence in places in the real world or imaginedworlds and lets the user interact in that environment. Virtual realitymay also be referred to as immersive multimedia and may be utilized tocreate sensory experiences which may include sight, hearing, touch,smell, and taste. The virtual reality headset 110 may be powered by apower plug, battery, or other connection (e.g., USB connection to acomputing or gaming device). The virtual reality headset 110 may alsocommunicate (send and receive) data utilizing a wired or wirelessconnection to any number of computing, communications, or entertainmentdevices.

The visor 113 may be utilized to display visual and graphicalinformation to the user. The visor 113 may include one or more displays(e.g., liquid crystal displays, light emitting diode (LED) displays,organic LED, etc.) or projectors (direct, indirect, or refractive) fordisplaying information to the eyes of the user. Although not shown, thevirtual reality headset 110 may also include touch screens, smellinterfaces, or tasting interfaces for enhancing the experience of theuser. The size and shape of the virtual reality headset 110, visor 113,and the strap 114 may vary by make, model, manufacturer as well as userconfiguration of the virtual reality headset 110, such as those producedby Google, HTC, Sony, Oculus, Epson, Samsung, LG, Microsoft, Durovis,Valve, Avegant, and others. In other embodiments, the visor 113 may betransparent, glass, or see-through allowing the user to interact withthe real world during utilization of the virtual reality system. Forexample, the virtual reality system may be utilized to present augmentedreality content or media to the user.

The strap 114 extends between sides of the visor 113 and is configuredto secure the virtual reality headset 110 to the head of the user. Thestrap 114 may be formed of any number of materials, such as cotton,polyester, nylon, rubber, plastic, or so forth. The strap 114 mayinclude buckles, loops, or other adjustment mechanisms for fitting thevirtual reality headset 110 to the head of the user. Some virtualreality headsets are much more helmet-like or include various structuralcomponents (e.g., straps, arms, extensions, etc.) for securing thevirtual reality headset 110 to the head of the user during both regularand vigorous usage.

With respect to the wireless earpieces 102, sensor measurements mayrefer to measurements made by one or both of the wireless earpieces 204.For example, the wireless earpieces 102 may determine that the sensorsignal for the pulse oximeter of the right wireless earpiece is verynoisy and as a result, may utilize the sensor signal from the pulseoximeter of the left wireless earpiece as the primary measurement. Thewireless earpieces 102 may also switch back and forth between pulseoximeters of the left and right side in response to varying noise forboth of the wireless earpieces. As a result, clearest sensor signal maybe utilized at any given time. In one embodiment, the wireless earpieces102 may switch sensor measurements in response to the sensormeasurements exceeding or dropping below a specified threshold.

The user may also be wearing or carrying any number of sensor-enableddevices, such as heart rate monitors, pacemakers, smart glasses, smartwatches or bracelets (e.g., Apple watch, Fitbit, etc.), or other sensorydevices that may be worn, attached to, or integrated with the user. Thedata and information from the external sensor devices may becommunicated to the wireless earpieces 102. In another embodiment, thedata and information from the external sensor devices may be utilized toperform additional processing of the information sent from the wirelessearpieces 102 to a wireless device. As previously noted, the mediacontent may be adjusted based on the readings of the user to bettersatisfy the user or third parties monitoring the user.

The sensors of the wireless earpieces 120 may also be positioned atenantiomeric locations. For example, a number of colored light emittingdiodes may be positioned to provide variable data and information, suchas heart rate, respiratory rate, and so forth. The data gathered by theLED arrays may be sampled and used alone or in aggregate with othersensors. As a result, sensor readings may be enhanced and strengthenedwith additional data.

As shown, the wireless earpieces 102 may be physically or wirelesslylinked to the virtual reality headset 110. User input and commands maybe received from either the wireless earpieces 102 or the virtualreality headset 110 for implementation on any of the devices of thevirtual reality system (or other externally connected devices, such as aprocessing system 130). As previously noted, the wireless earpieces 102may be referred to or described herein as a pair (wireless earpieces) orsingularly (wireless earpiece). The description may also refer tocomponents and functionality of each of the wireless earpieces 102collectively or individually.

In one embodiment, the wireless earpieces 102 play the audiocorresponding to the virtual reality content displayed by the virtualreality headset 110. In addition, the wireless earpieces 102 may provideadditional biometric and user data that may be further utilized by thevirtual reality headset 110 or connected computing, entertainment, orcommunications devices, systems, equipment, or components.

In some embodiments, the virtual reality headset 110 may act as alogging tool for receiving information, data, or measurements made bythe wireless earpieces 102. For example, the virtual reality headset 110may be worn by the user to download data from the wireless earpieces 102in real-time. As a result, the virtual reality headset 110 may beutilized to store, display, and synchronize data to/from the wirelessearpieces 102. For example, the virtual reality headset 110 may displaypulse, blood oxygenation, distance, calories burned, and so forth asmeasured by the wireless earpieces 102. The wireless earpieces 102 andthe virtual reality headset 110 may have any number of electricalconfigurations, shapes, and colors and may include various circuitry,connections, and other components.

In one embodiment, the wireless earpieces 102 may include a battery 208,a logic engine including a processor 210, a memory 212, user interface214, physical interface 215, a transceiver 216, and sensors 112. Thevirtual reality headset 110 may have a battery 218, a memory 220, aninterface 222, and sensor or sensors 224. The battery 208 is a powerstorage device configured to power the wireless earpieces 302. Likewise,the battery 218 is a power storage device configured to power thevirtual reality headset 110. In other embodiments, the batteries 208 and218 may represent a fuel cell, thermal electric generator, piezoelectric charger, solar charger, ultra-capacitor, hybrid storage device,or other existing or developing power storage technologies.

The logic engine 210 is the logic that controls the operation andfunctionality of the wireless earpieces 102. The logic engine 210 mayinclude a processor, circuitry, chips, and other digital logic. Thelogic engine 210 may also include programs, scripts, and instructionsthat may be implemented to operate the logic engine 210. The logicengine 210 may represent hardware, software, firmware, or anycombination thereof. In one embodiment, the logic engine 210 may includeone or more processors. The logic engine 210 may also represent anapplication specific integrated circuit (ASIC) or field programmablegate array (FPGA). The logic engine 210 may utilize information from thesensors 112 to determine the biometric information, data, and readingsof the user. The logic engine 210 may utilize this information and othercriteria to inform the user of the biometrics (e.g., audibly, through anapplication of a connected device, tactilely, etc.).

The logic engine 210 may also process user input to determine commandsimplemented by the wireless earpieces 102 or sent to the wirelessearpieces 102 through the transceiver 216. The user input may bedetermined by the sensors 112 to determine specific actions to be taken.In one embodiment, the logic engine 210 may implement a macro allowingthe user to associate user input as sensed by the sensors 112 withcommands. As described herein, the logic engine 210 may perform anynumber of branching decisions based on available decisions within agame, story, or other interactive media. The logic engine 210 may alsoutilize artificial intelligence to create new branches, threads, orscenarios appropriate for the user. For example, the logic engine 210may utilize biometric information from the sensors 112 and a userprofile to determine whether the physical, emotional, and other aspectsof the user response are as desired. The logic engine 210 may implementany number of training or gaming scenarios to reach a desired userresponse(s).

In one embodiment, a processor included in the logic engine 210 iscircuitry or logic enabled to control execution of a set ofinstructions. The processor may be one or more microprocessors, digitalsignal processors, application-specific integrated circuits (ASIC),central processing units, or other devices suitable for controlling anelectronic device including one or more hardware and software elements,including executing software, instructions, programs, and applications,converting and processing signals and information, and performing otherrelated tasks.

The memory 212 is a hardware element, device, or recording mediaconfigured to store data for subsequent retrieval or access at a latertime. The memory 212 may be static or dynamic memory. In one embodiment,the memory 212 and the logic engine 210 may be integrated. The memorymay use any type of volatile or non-volatile storage techniques andmediums. The memory 212 may store information related to the status of auser, wireless earpieces 102, virtual reality headset 110, and otherperipherals, such as a wireless device, smart case for the wirelessearpieces 102, smart watch, and so forth. In one embodiment, the memory212 may display instructions or programs for controlling the userinterface 214 including one or more LEDs or other light emittingcomponents, speakers, tactile generators (e.g., vibrator), and so forth.The memory 212 may also store the user input information associated witheach command.

The memory 212 may further store the game, story, or interactive mediaimplemented by the virtual reality system. The memory 212 may also storethe user profile including measurements to reach a desired user state(e.g., pulse, voice characteristics, blood chemistry, etc.). Forexample, the wireless earpieces 102 may include sensors 112 that measureadrenaline including measuring indirectly. The interactive media contentmay be selected such that hormones or other chemicals, such asadrenaline are within a targeted range or do not exceed one or morethresholds.

The transceiver 216 is a component comprising both a transmitter andreceiver which may be combined and share common circuitry on a singlehousing. The transceiver 216 may communicate utilizing Bluetooth, Wi-Fi,ZigBee, Ant+, near field communications, wireless USB, infrared, mobilebody area networks, ultra-wideband communications, cellular (e.g., 3G,4G, 5G, PCS, GSM, etc.) or other suitable radio frequency standards,networks, protocols, or communications. The transceiver 216 may also bea hybrid transceiver that supports a number of different communications.For example, the transceiver 216 may communicate with the virtualreality headset 110 or other systems utilizing wired interfaces (e.g.,wires, traces, etc.), NFC or Bluetooth communications.

The components of the wireless earpieces 102 may be electricallyconnected utilizing any number of wires, contact points, leads, busses,wireless interfaces, or so forth. In addition, the wireless earpieces102 may include any number of computing and communications components,devices or elements which may include busses, motherboards, circuits,chips, sensors, ports, interfaces, cards, converters, adapters,connections, transceivers, displays, antennas, and other similarcomponents. The physical interface 215 is hardware interface of thewireless earpieces 102 for connecting and communicating with the virtualreality headset 110 or other electrical components.

The physical interface 215 may include any number of pins, arms, orconnectors for electrically interfacing with the contacts or otherinterface components of external devices or other charging orsynchronization devices. For example, the physical interface 215 may bea micro USB port. In one embodiment, the physical interface 215 is amagnetic interface that automatically couples to contacts or aninterface of the virtual reality headset 110. In another embodiment, thephysical interface 215 may include a wireless inductor for charging thewireless earpieces 102 without a physical connection to a chargingdevice.

The user interface 214 is a hardware interface for receiving commands,instructions, or input through the touch (haptics) of the user, voicecommands, or predefined motions. The user interface 214 may be utilizedto control the other functions of the wireless earpieces 102. The userinterface 214 may include the LED array, one or more touch sensitivebuttons or portions, a miniature screen or display, optical sensors, orother input/output components. The user interface 214 may be controlledby the user or based on commands received from the virtual realityheadset 110 or a linked wireless device.

In one embodiment, the user may provide feedback by tapping the userinterface 214 once, twice, three times, or any number of times.Similarly, a swiping motion may be utilized across or in front of theuser interface 214 (e.g., the exterior surface of the wireless earpieces102) to implement a predefined action. Swiping motions in any number ofdirections may be associated with specific activities, such as playmusic, pause, fast forward, rewind, activate a digital assistant (e.g.,Siri, Cortana, smart assistant, etc.). The swiping motions may also beutilized to control actions and functionality of the virtual realityheadset 110 or other external devices (e.g., smart television, cameraarray, smart watch, etc.). The user may also provide user input bymoving her head in a particular direction or motion or based on theuser's position or location. For example, the user may utilize voicecommands, head or hand gestures, or touch commands to change the contentdisplayed by the virtual reality headset 110.

The sensors 112 may include pulse oximeters, accelerometers, gyroscopes,magnetometers, inertial sensors, photo detectors, miniature cameras,chemical sensors (e.g., blood, sweat, excretions, odors, etc.), andother similar instruments for detecting location, orientation, motion,and so forth. The sensors 112 may also be utilized to gather opticalimages, data, and measurements and determine an acoustic noise level,electronic noise in the environment, ambient conditions, and so forth.The sensors 112 may provide measurements or data that may be utilized tofilter or select images for display by the virtual reality headset 110or the overall media content communicated by the virtual reality system.For example, motion or sound detected on the left side of the user maybe utilized to command the smart glasses to display camera images fromthe left side of the user. Motion or sound may be utilized, however, anynumber of triggers may be utilized to send commands to the virtualreality headset 110. The sensors 112 may detect the physical andemotional condition and response of the user to the media content. Themeasurements from the sensors 112 may be correlated with any number ofstress levels or physical or emotional states. For example, the logicengine 210 may process the measurements against baseline readings forvarious user conditions and state to determine the condition and stateof the user.

The virtual reality headset 110 may include components similar instructure and functionality to those shown for the wireless earpieces102 including a battery 218, a memory 220, a user interface 222, sensors224, a logic engine 226, a display 228, and transceiver 230. The virtualreality headset 110 may include the logic engine 226 for executing andimplementing the processes and functions as are herein described. Thebattery 218 of the virtual reality headset 110 may be integrated intothe frames of the virtual reality headset 110 and may have extracapacity which may be utilized to charge the wireless earpieces 102. Thevirtual reality headset 110 may include a power adapter, interface,amplifiers, or other power control components. In addition, all or aportion of the logic engine 226, sensors 224, user interface 222,display 228, and transceiver 230 may be integrated in the frame and/orlenses of the virtual reality headset 110.

The user interface 222 of the virtual reality headset 110 may include atouch interface or display for indicating the status of the virtualreality headset 110. For example, an external LED light may indicate thebattery status of the virtual reality headset 110 as well as theconnected wireless earpieces 102, connection status (e.g., linked to thewireless earpieces 102, wireless device, etc.), download/synchronizationstatus (e.g., synchronizing, complete, last synchronization, etc.), orother similar information. The user interface 222 may also includeoptical sensors that track the motion of the user's eyes and facialgestures to perform motion or various actions based on the sensed input.

The display 228 may be integrated into the lenses of the virtual realityheadset 110 or represent one or more projectors that may project contentdirectly or reflectively to the eyes of the user. For example, thedisplay 228 may represent a transparent organic light emitting diodelens that is see through and may be utilized to display content.Projectors of the display 228 may utilize any number of wavelengths orlight sources to display data, images, or other content to the user. Inanother embodiment, the display 228 may be transparent orsemi-transparent allowing the virtual reality system to function as anaugmented reality system. For example, the virtual reality system may beutilized in any number of real-world environments. As noted, the contentdisplayed by the display 228 may be changed or reconfigured based on thesensed response of the user (e.g., to achieve desired physical andemotional states, conditions, or measurements).

An LED array of the user interface 222 may also be utilized for displayactions. For example, an LED may be activated in response to someone orsomething being in the user's blind spot while riding a bicycle. Inanother embodiment, device status indications may emanate from the LEDarray of the wireless earpieces 102 themselves, triggered for display bythe user interface 222 of the virtual reality headset 110. The battery218 may be charged through a physical interface of the user interface222. The physical interface may be integrated with the user interface222 or may be a separate interface. For example, the user interface 222may also include a hardware interface (e.g., port, connector, etc.) forconnecting the virtual reality headset 304 to a power supply or otherelectronic device. The user interface 222 may be utilized for chargingas well as communications with externally connected devices. Forexample, the user interface 222 may represent a mini-USB, micro-USB orother similar miniature standard connector. In another embodiment, awireless inductive charging system may be utilized to initiallyreplenish power to the wireless earpieces 102. The virtual realityheadset 110 may also be charged utilizing inductive charging.

In another embodiment, the virtual reality headset 110 may also includesensors 224 for detecting the location, orientation, movement, andbiometrics of the user as well as proximity to the wireless earpieces102. For example, the sensors 224 of the virtual reality headset 110 mayinclude optical sensors or cameras for capturing images and othercontent about the user (e.g., eye movement, body movement, expressions,arm and leg positioning, etc.) and around the periphery of the user(e.g., front, sides, behind, etc.). The virtual reality headset 110 maydetect any number of wavelengths and spectra to provide distinct images,enhancement, data, and content to the user. The virtual reality headset110 may also include an LED array, galvanic linkage or other touchsensors, battery, solar charger, actuators or vibrators, one or moretouch screens or displays, an NFC chip, or other components.

As originally packaged, the wireless earpieces 102 and the virtualreality headset 110 may include peripheral devices such as chargingcords, power adapters, inductive charging adapters, solar cells,batteries, lanyards, additional light arrays, speakers, smart casecovers, transceivers (e.g., Wi-Fi, cellular, etc.), or so forth.

In one embodiment, the virtual reality system may also include aninteractive book 105. The interactive book 105 may include any of thecomponents of the wireless earpieces 102 or the virtual reality headset110. For example, the interactive book 105 may include a battery,memory, logic engine/processor, user and physical interfaces, sensors,and transceivers. In one embodiment, the interactive book 105 mayinclude one or more pages that may be navigated by a user. The pages maybe touch screens or include interactive components for interacting witha finger of a user, a stylus, or other selection component or appendage.Content displayed by the pages may vary based on a story or gameimplemented by the interactive book 105. The interactive book 105 mayalso include one or more speakers, vibrators, dynamic brailleinterfaces, or other communications components for bi-directionalcommunication with the user.

As described, the interactive book 105 may vary the communicated contentin response to the measurements from the sensors 112 and determined userstatus as processed by the logic engine 210. The interactive mediacontent may be stored by the interactive book 105, the wirelessearpieces 102, or the virtual reality headset 110 or by another deviceof the virtual reality system. The interactive book 105 may communicatewith all or portions of the virtual reality system utilizing a wired orwireless connection. For example, the interactive book 105 maycommunicate with the wireless earpieces 102 utilizing a Bluetoothconnection. In one embodiment, audio associated with the interactivemedia content displayed by the interactive book 105 may be communicatedto the user by the wireless earpieces 102.

All or portions of the virtual reality system may functionindependently, simultaneously as a networked group, or utilizing directcommunications. For example, the wireless earpieces 102, the virtualreality headset 110, or the interactive book 105 may be used alone or incombination by a user to achieve the methods, purposes, functionality,and features herein described.

FIG. 3 is a flowchart of a process for managing interactive mediacontent utilizing wireless earpieces in accordance with an illustrativeembodiment. In one embodiment, the process of FIG. 3 may be implementedby one or more wireless earpieces, such as the wireless earpieces 102 ofFIG. 1. The method of FIG. 3 may be performed to communicate informationby and between the wireless earpieces and an interactive book and/or avirtual reality headset. The wireless earpieces may synchronize playbackof audio content associated with interactive media content. The wirelessearpieces may perform sensor measurements of the user biometrics todetermine the user's physical and emotional state. The wirelessearpieces may also determine the location and position of the user todisplay accurate virtual information, such as location, position, angleand motion of the user's head, and so forth. In addition to theinteractive book or virtual reality headset, the wireless earpieces maycommunicate with one or more electronic devices, such as a smart case,wireless devices, computing devices, entertainment devices, medicaldevices, or so forth, to perform the method of FIG. 3.

The process may begin with the wireless earpieces receiving interactivemedia content with the user utilizing wireless earpieces (step 302). Thewireless earpieces may communicate directly or indirectly with aninteractive book, virtual reality headset, virtual reality processingsystem, or other electronics to communicate the interactive mediacontent to the user. As noted, the interactive media content may includeany number of games, stories, communications, role-playing scenarios,trainings, or so forth. The user may select the interactive mediacontent for playback utilizing any number of commands, such as fileselections, icon selections, audio commands, tactile commands, gesturecommands, or other input or combinations of input. The user or one ormore remote parties or devices may select the interactive media content.During step 302, communication of the interactive media content isinitiated between the virtual reality system and the wireless earpieces.

Next, the wireless earpieces measure user biometrics utilizing thewireless earpieces (step 304). The user biometrics may be measuredutilizing any number of sensors to determine information, such as pulserate, blood pressure, temperature, calories burned, voicecharacteristics, location, position, orientation, and other applicableuser and environmental information. In another embodiment, the userbiometrics may be determined utilizing any number of other devices incommunication with the wireless earpieces. For example, cell phones,smart watches, smart bands, chest straps, headgear, vehicle components,virtual reality components, or so forth may communicate with thewireless earpieces.

Next, the wireless earpieces determine a user condition associated withthe user biometrics (step 306). The user condition(s) may be determinedutilizing information associated with the user biometrics. For example,any number of biometric thresholds may be utilized alone or incombination to determine the user condition. For example, heart rate,voice characteristics, and blood pressure may be utilized to determinethat the user is scared. In some embodiments, the wireless earpieces mayrun through a training program or scenario to associate the user'sbiometrics with known conditions including emotional and physicalstates. In other embodiments, the wireless earpieces may periodicallyprompt the user to indicate his or her status for association with theuser biometrics. A database of the fault, programs, or custom userbiometrics, baseline readings, and thresholds may be utilized todetermine the state of the user.

Next, the wireless earpieces modify branching patterns of theinteractive media content in response to the user's condition (step308). In one embodiment, during step 408, the wireless earpieces or thevirtual reality system may select one of a number of branching patternsto implement based on the user's condition. The branching patterns mayrepresent any number of variables, conditions, parameters, or outcomesthat may be implemented as part of the interactive media content. Theinteractive media content may be varied by the wireless earpiecesdirectly or may be implemented based on a command, instructions,application, or other feedback received from the wireless earpieces. Forexample, an interactive book or virtual reality system may implement thebranching patterns in response to the user condition and statusdetermined by the wireless earpieces based on the biometric readings,data, and information.

In one embodiment, before performing the process of FIG. 3, the wirelessearpieces may be linked with the virtual reality headset. For example,the user may magnetically couple the wireless earpieces with the virtualreality headset. Each side of the virtual reality headset may include aconnector corresponding to the left and right wireless earpieces. Thewireless earpieces may include magnetic contacts that couple the twodevices to communicate data as well as provide a power connection forpowering the wireless earpieces utilizing power provided by the virtualreality headset (e.g., battery, power adapter, USB connection, etc.). Asa result, the power capacity of the wireless earpieces is increasedsignificantly. In another embodiment, either of the wireless earpiecesor the virtual reality headset may include connectors and ports forphysically connecting to one another. The two devices may alsocommunicate utilizing an inductive connection between the wirelessearpieces and the virtual reality headset. In another embodiment, thewireless earpieces and the connectors of the virtual reality headset mayutilize short range communications, such as Bluetooth, NFMI, ANT+, orother radiofrequency communications to communicate. The wirelessearpieces may be integrated with her connected to connectors,extensions, arms, the frame, or other portions of the virtual realityheadset.

The wireless earpieces may also synchronize playback of audio contentwith visual content displayed by the virtual reality headset (altogethermedia content). As noted, the wireless earpieces may utilize any numberof sensors to determine the location, velocity (e.g. linear, angular,etc.), position of the user (and the user's head), biometric condition(e.g., heart rate, blood oxygenation, temperature, etc.), and otherinformation to adjust the exact timing, volume, tuning, balance, fade,and other audio effects communicated to the user by the speakers of thewireless earpieces. The wireless earpieces may also send or receivecommands for synchronizing and managing the audio content played by thewireless earpieces with the visual content.

The information may be coordinated based on user actions, conditions,position, location, or so forth. For example, specific three dimensionalnoises may be played in each of the wireless earpieces corresponding tothe left and right ears of the user to make the environment seem morerealistic. Likewise, the volume and other audio effects may be varied tomatch the orientation of the user's head (or avatar) within a virtualenvironment. The audio content may include flags, timestamps, or otherinformation for synchronizing playback. The synchronization of the audioand visual content may ensure that the user does not become disoriented,motion sick, or otherwise adversely affected.

The wireless earpieces communicate the audio content to the user hasreceived from the virtual reality headset or virtual reality system. Theaudio content may be played based on synchronization informationdetermined between the virtual reality headset and the wirelessearpieces. For example, the left and right wireless earpieces may playdistinct content based on the virtual reality environment with which theuser is interacting. As a result, distinct sounds, volumes, and audioeffects may be utilized by each of the wireless earpieces. As a result,the user is able to experience a unique virtual environment withcorresponding sounds without significant increases in weight or otherforces imposed upon the user by much larger sound systems.

The illustrative embodiments provide a system, method, and wirelessearpiece(s) for performing self-configuration automatically or based onenvironmental conditions, detected events, activities, thresholds oruser input. The illustrative embodiments may take the form of anentirely hardware embodiment, an entirely software embodiment (includingfirmware, resident software, micro-code, etc.) or an embodimentcombining software and hardware aspects that may all generally bereferred to herein as a “circuit,” “module” or “system.”

Computer program code for carrying out operations of the embodiments maybe written in any combination of one or more programming languages,including an object oriented programming language such as Java,Smalltalk, C++ or the like and conventional procedural programminglanguages, such as the “C” programming language or similar programminglanguages. The program code may execute entirely on a user's computer,partly on the user's computer, as a stand-alone software package, partlyon the user's computer and partly on a remote computer or entirely onthe remote computer or server. In the latter scenario, the remotecomputer may be connected to the user's computer through any type ofnetwork, including a local area network (LAN), a personal area network(PAN), or a wide area network (WAN), or the connection may be made to anexternal computer (e.g., through the Internet using an Internet ServiceProvider).

FIG. 4 illustrates further examples of sensors 112 of the wirelessearpiece. The sensors 112 may include one or more inertial sensors suchas accelerometers, magnetometers, and/or gyros. The inertial sensors 240may be used to track head position and movements of the user. Thesensors 112 may further include one or more biometric sensors such aspulse oximeters, temperature sensors, perspiration sensors, or othertypes of physiological sensors. As previously explained, the biometricinformation may be used to track physiological indicators associatedwith stress which may coincide with different portions of a story arch,a particular character, game action or other elements within a storybook or game. One or more microphones 243 are also shown. It is to beunderstood that in addition to detecting a voice of a user or within anenvironment, the microphones 243 may be used to sense more subtle soundsassociated with a user such as breathing patterns or utterancesindicative of their emotional connection with or reaction to an elementof a storybook. One or more cameras may also be included for detectingadditional information about a user or their environment. Of course, anynumber of other sensors may be present and the sensors need not belimited to those which are shown.

As previously explained information detected with one or more of thesensors may suggest taking different branching patterns. Differentbranching patterns may be taken for different reasons. For example,where a user as proclivity to become too intense to create physical oremotional issues when engaged in a story or game, branch patterns may betaken to reduce the intensity of the experience of a user such as bychoosing branch patterns less likely to excite the user. In otherinstances, branch patterns may be taken to purposefully increase theintensity of the user. Thus, for the example if there are story elementswhich when encountered result in increased heart rate as detected with aheart rate sensor of one or more of the earpieces, increasedperspiration as detected with a moisture sensor of one or more of theearpiece, more shallow breathing as detected with a microphone, thenbranches can be taken result which are consistent with this. Variousmodels may be applied to predict a user's reactions to differentbranches based on their reaction to past branches either from the sameinteractive media content or from other interactive media content.Examples of models may include neural networks, genetic algorithms,fuzzy logic algorithms, or combinations thereof. Models may also bestatistical in nature. For example different branch patterns may haveweightings for different inferred emotional responses. Thus, if for agiven population of people, certain branches tend to result in moreexcitement as inferred from heart rate or other biometric data, thosebranches may be given higher weightings than other branches. Then, whendeciding between two branches of an interactive story or game, thebranch with a weighting best associated with an emotional response ofinterest may be taken (e.g. higher to invoke a more intense emotionalresponse). It is to be understood, that depending on the specificapplication, the specific interactive story, or other interactivecontent, and the inferred emotions sought to be increased or limited,different models may be used as appropriate to affect the desiredoutcome. It is also to be understood that objectives need not be binaryin nature in that it may be desirable to increase emotional response toa point and then decrease emotional response for a time beforeincreasing emotional response again.

The illustrative embodiments are not to be limited to the particularembodiments described herein. In particular, the illustrativeembodiments contemplate numerous variations in the type of ways in whichembodiments may be applied. The foregoing description has been presentedfor purposes of illustration and description. It is not intended to bean exhaustive list or limit any of the disclosure to the precise formsdisclosed. It is contemplated that other alternatives or exemplaryaspects are considered included in the disclosure. The description ismerely examples of embodiments, processes or methods of the invention.It is understood that any other modifications, substitutions, and/oradditions may be made, which are within the intended spirit and scope ofthe disclosure. For the foregoing, it can be seen that the disclosureaccomplishes at least all of the intended objectives.

The previous detailed description is of a small number of embodimentsfor implementing the invention and is not intended to be limiting inscope. The following claims set forth a number of the embodiments of theinvention disclosed with greater particularity.

What is claimed is:
 1. A method for implementing interactive mediacontent, comprising: linking a virtual reality system implementing theinteractive media content with wireless earpieces, the wirelessearpieces configured to fit into ears of a user, the wireless earpieceseach having a processor, at least one speaker operably coupled to theprocessor, at least one microphone operably coupled to the processor andat least one biometric sensor operably coupled to the processor;receiving user input from the user at the wireless earpieces andcommands the user input from the wireless earpieces to the virtualreality system to control the virtual reality system; receivinginteractive media content for communication to a user from the virtualreality system through the wireless earpieces; measuring user biometricsutilizing the at least one biometric sensor of the wireless earpieces;determining by the processor a user condition associated with the userbiometrics; and modifying branching patterns of an interactive storyline and/or game of the interactive media content in response to theuser condition.
 2. The method of claim 1, wherein the virtual realitysystem includes at least a virtual reality headset and furthercomprising: synchronizing playback of audio content with visual contentdisplayed by the virtual reality headset; and playing the audio contentin response to receiving the audio content from the virtual realityheadset.
 3. The method of claim 1, wherein the interactive media contentis a game or story.
 4. The method of claim 1, further comprising:communicating with an interactive book; and managing the interactivemedia content communicated by the interactive book and the wirelessearpieces in response to the user condition.
 5. The method of claim 1,wherein the branching patterns are modified to reach a specified usercondition.
 6. The method of claim 1, wherein the interactive mediacontent includes a plurality of alternatives that are selectable inresponse to the branching patterns.
 7. The method of claim 2, furthercomprising: receiving additional sensor measurements from the virtualreality headset; and playing the audio content in response to theadditional sensor measurements.
 8. The method of claim 1, wherein theuser condition indicates a physical state and emotional state of theuser.
 9. The method of claim 1, wherein the biometric informationincludes data from one or more sensors external to the wirelessearpieces.
 10. The method of claim 1, further comprising: synchronizingplayback of audio content within the set of wireless earpieces withvisual content displayed by the virtual reality headset; and playing theaudio content in response to receiving the audio content from thevirtual reality headset.
 11. The method of claim 1, further comprisingthe step of controlling the virtual reality headset from the set ofwireless earpieces.
 12. A virtual reality system, comprising: a virtualreality headset for displaying a virtual reality environment to a user;wireless earpieces worn in ears of the user that receive interactivemedia content from the virtual reality headset for communication to auser through at least wireless earpieces, measure user biometricsutilizing biometric sensors of the wireless earpieces, determine a usercondition associated with the user biometrics, and modify branchingpatterns of an interactive story line and/or dame of the interactivemedia content in response to the user condition.
 13. The virtual realitysystem of claim 12, wherein the wireless earpieces are magneticallycoupled to the virtual reality headset by the connectors, wherein theconnectors are flexible connectors extending from the virtual realityheadset to the wireless earpieces, and wherein the wireless earpiecesreceive the audio content and power through the flexible connectorsutilizing inductive communications.
 14. The virtual reality system ofclaim 12, wherein the wireless earpieces link the wireless earpieceswith the virtual reality system including at least the virtual realityheadset, synchronize playback of audio content with visual contentdisplayed by the virtual reality headset, and play the audio content inresponse to receiving the audio content from the virtual realityheadset.
 15. The virtual reality system of claim 12, wherein thebiometric information includes data from one or more sensors external tothe wireless earpieces.
 16. The virtual reality system of claim 12,wherein the virtual reality system selects one of a plurality ofbranching patterns in response to the user condition.
 17. The virtualreality system of claim 12, wherein the branching patterns are modifiedto reach a specified user condition.
 18. A method for implementinginteractive media content, comprising: receiving interactive mediacontent from a virtual reality headset for communication to a userthrough a set of wireless earpieces; measuring user biometrics utilizingsensors of the wireless earpieces; determining by a processor of thewireless earpieces a user condition associated with the user biometrics;and altering a story line or a game of the interactive media content inresponse to the user biometrics.